bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Reflective_Specular2-out.txt

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2012-10-07 23:41:18 -04:00
varying vec4 xlv_FOG;
uniform vec4 unity_Scale;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _ProjectionParams;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 tmpvar_2;
tmpvar_2.w = 1.0;
tmpvar_2.xyz = _WorldSpaceCameraPos;
vec3 tmpvar_3;
tmpvar_3 = (gl_Vertex.xyz - ((_World2Object * tmpvar_2).xyz * unity_Scale.w));
mat3 tmpvar_4;
tmpvar_4[0] = _Object2World[0].xyz;
tmpvar_4[1] = _Object2World[1].xyz;
tmpvar_4[2] = _Object2World[2].xyz;
vec4 o_5;
vec4 tmpvar_6;
tmpvar_6 = (tmpvar_1 * 0.5);
vec2 tmpvar_7;
tmpvar_7.x = tmpvar_6.x;
tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x);
o_5.xy = (tmpvar_7 + tmpvar_6.w);
o_5.zw = tmpvar_1.zw;
gl_Position = tmpvar_1;
vec4 tmpvar_8;
tmpvar_8.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_8.x = tmpvar_1.z;
xlv_FOG = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 0.0);
tmpvar_9.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
tmpvar_10.xyz = (tmpvar_4 * (tmpvar_3 - (2.0 * (dot (gl_Normal, tmpvar_3) * gl_Normal))));
gl_TexCoord[1] = tmpvar_10;
gl_TexCoord[2] = o_5;
}